@prestyj/cli 5.26.0 → 5.28.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (729) hide show
  1. package/README.md +9 -7
  2. package/assets/motion/BRAG-LICENSE +21 -0
  3. package/assets/motion/HYPERFRAMES-LICENSE +190 -0
  4. package/assets/motion/THIRD-PARTY.md +57 -0
  5. package/assets/motion/assets/music/README.md +20 -0
  6. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.json +3846 -0
  7. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.md +35 -0
  8. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.json +1826 -0
  9. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.md +35 -0
  10. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.json +2266 -0
  11. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.md +35 -0
  12. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.json +2806 -0
  13. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.md +35 -0
  14. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.json +2796 -0
  15. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.md +35 -0
  16. package/assets/motion/assets/music/happy-beats-business-moves-vol-1-by-ende-dot-app.mp3 +0 -0
  17. package/assets/motion/assets/music/happy-beats-business-moves-vol-10-by-ende-dot-app.mp3 +0 -0
  18. package/assets/motion/assets/music/happy-beats-business-moves-vol-11-by-ende-dot-app.mp3 +0 -0
  19. package/assets/motion/assets/music/happy-beats-business-moves-vol-12-by-ende-dot-app.mp3 +0 -0
  20. package/assets/motion/assets/music/happy-beats-business-moves-vol-9-by-ende-dot-app.mp3 +0 -0
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@@ -0,0 +1,494 @@
1
+ import {
2
+ AdditiveBlending,
3
+ Color,
4
+ HalfFloatType,
5
+ MeshBasicMaterial,
6
+ ShaderMaterial,
7
+ UniformsUtils,
8
+ Vector2,
9
+ Vector3,
10
+ WebGLRenderTarget
11
+ } from 'three';
12
+ import { Pass, FullScreenQuad } from './Pass.js';
13
+ import { CopyShader } from '../shaders/CopyShader.js';
14
+ import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
15
+
16
+ /**
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+ * This pass is inspired by the bloom pass of Unreal Engine. It creates a
18
+ * mip map chain of bloom textures and blurs them with different radii. Because
19
+ * of the weighted combination of mips, and because larger blurs are done on
20
+ * higher mips, this effect provides good quality and performance.
21
+ *
22
+ * When using this pass, tone mapping must be enabled in the renderer settings.
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+ *
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+ * Reference:
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+ * - [Bloom in Unreal Engine](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/)
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+ *
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+ * ```js
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+ * const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
29
+ * const bloomPass = new UnrealBloomPass( resolution, 1.5, 0.4, 0.85 );
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+ * composer.addPass( bloomPass );
31
+ * ```
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+ *
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+ * @augments Pass
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+ * @three_import import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
35
+ */
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+ class UnrealBloomPass extends Pass {
37
+
38
+ /**
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+ * Constructs a new Unreal Bloom pass.
40
+ *
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+ * @param {Vector2} [resolution] - The effect's resolution.
42
+ * @param {number} [strength=1] - The Bloom strength.
43
+ * @param {number} radius - The Bloom radius.
44
+ * @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect.
45
+ */
46
+ constructor( resolution, strength = 1, radius, threshold ) {
47
+
48
+ super();
49
+
50
+ /**
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+ * The Bloom strength.
52
+ *
53
+ * @type {number}
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+ * @default 1
55
+ */
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+ this.strength = strength;
57
+
58
+ /**
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+ * The Bloom radius.
60
+ *
61
+ * @type {number}
62
+ */
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+ this.radius = radius;
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+
65
+ /**
66
+ * The luminance threshold limits which bright areas contribute to the Bloom effect.
67
+ *
68
+ * @type {number}
69
+ */
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+ this.threshold = threshold;
71
+
72
+ /**
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+ * The effect's resolution.
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+ *
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+ * @type {Vector2}
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+ * @default (256,256)
77
+ */
78
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
79
+
80
+ /**
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+ * The effect's clear color
82
+ *
83
+ * @type {Color}
84
+ * @default (0,0,0)
85
+ */
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+ this.clearColor = new Color( 0, 0, 0 );
87
+
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+ /**
89
+ * Overwritten to disable the swap.
90
+ *
91
+ * @type {boolean}
92
+ * @default false
93
+ */
94
+ this.needsSwap = false;
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+
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+ // internals
97
+
98
+ // render targets
99
+ this.renderTargetsHorizontal = [];
100
+ this.renderTargetsVertical = [];
101
+ this.nMips = 5;
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+ let resx = Math.round( this.resolution.x / 2 );
103
+ let resy = Math.round( this.resolution.y / 2 );
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+
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+ this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
106
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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+ this.renderTargetBright.texture.generateMipmaps = false;
108
+
109
+ for ( let i = 0; i < this.nMips; i ++ ) {
110
+
111
+ const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
112
+
113
+ renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
114
+ renderTargetHorizontal.texture.generateMipmaps = false;
115
+
116
+ this.renderTargetsHorizontal.push( renderTargetHorizontal );
117
+
118
+ const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
119
+
120
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
121
+ renderTargetVertical.texture.generateMipmaps = false;
122
+
123
+ this.renderTargetsVertical.push( renderTargetVertical );
124
+
125
+ resx = Math.round( resx / 2 );
126
+
127
+ resy = Math.round( resy / 2 );
128
+
129
+ }
130
+
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+ // luminosity high pass material
132
+
133
+ const highPassShader = LuminosityHighPassShader;
134
+ this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
135
+
136
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
137
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
138
+
139
+ this.materialHighPassFilter = new ShaderMaterial( {
140
+ uniforms: this.highPassUniforms,
141
+ vertexShader: highPassShader.vertexShader,
142
+ fragmentShader: highPassShader.fragmentShader
143
+ } );
144
+
145
+ // gaussian blur materials
146
+
147
+ this.separableBlurMaterials = [];
148
+ // These sizes have been changed to account for the altered coefficients-calculation to avoid blockiness,
149
+ // while retaining the same blur-strength. For details see https://github.com/mrdoob/three.js/pull/31528
150
+ const kernelSizeArray = [ 6, 10, 14, 18, 22 ];
151
+ resx = Math.round( this.resolution.x / 2 );
152
+ resy = Math.round( this.resolution.y / 2 );
153
+
154
+ for ( let i = 0; i < this.nMips; i ++ ) {
155
+
156
+ this.separableBlurMaterials.push( this._getSeparableBlurMaterial( kernelSizeArray[ i ] ) );
157
+
158
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
159
+
160
+ resx = Math.round( resx / 2 );
161
+
162
+ resy = Math.round( resy / 2 );
163
+
164
+ }
165
+
166
+ // composite material
167
+
168
+ this.compositeMaterial = this._getCompositeMaterial( this.nMips );
169
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
170
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
171
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
172
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
173
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
174
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
175
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
176
+
177
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
178
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
179
+ this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
180
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
181
+
182
+ // blend material
183
+
184
+ this.copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
185
+
186
+ this.blendMaterial = new ShaderMaterial( {
187
+ uniforms: this.copyUniforms,
188
+ vertexShader: CopyShader.vertexShader,
189
+ fragmentShader: CopyShader.fragmentShader,
190
+ blending: AdditiveBlending,
191
+ depthTest: false,
192
+ depthWrite: false,
193
+ transparent: true
194
+ } );
195
+
196
+ this._oldClearColor = new Color();
197
+ this._oldClearAlpha = 1;
198
+
199
+ this._basic = new MeshBasicMaterial();
200
+
201
+ this._fsQuad = new FullScreenQuad( null );
202
+
203
+ }
204
+
205
+ /**
206
+ * Frees the GPU-related resources allocated by this instance. Call this
207
+ * method whenever the pass is no longer used in your app.
208
+ */
209
+ dispose() {
210
+
211
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
212
+
213
+ this.renderTargetsHorizontal[ i ].dispose();
214
+
215
+ }
216
+
217
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
218
+
219
+ this.renderTargetsVertical[ i ].dispose();
220
+
221
+ }
222
+
223
+ this.renderTargetBright.dispose();
224
+
225
+ //
226
+
227
+ for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
228
+
229
+ this.separableBlurMaterials[ i ].dispose();
230
+
231
+ }
232
+
233
+ this.compositeMaterial.dispose();
234
+ this.blendMaterial.dispose();
235
+ this._basic.dispose();
236
+
237
+ //
238
+
239
+ this._fsQuad.dispose();
240
+
241
+ }
242
+
243
+ /**
244
+ * Sets the size of the pass.
245
+ *
246
+ * @param {number} width - The width to set.
247
+ * @param {number} height - The height to set.
248
+ */
249
+ setSize( width, height ) {
250
+
251
+ let resx = Math.round( width / 2 );
252
+ let resy = Math.round( height / 2 );
253
+
254
+ this.renderTargetBright.setSize( resx, resy );
255
+
256
+ for ( let i = 0; i < this.nMips; i ++ ) {
257
+
258
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
259
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
260
+
261
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
262
+
263
+ resx = Math.round( resx / 2 );
264
+ resy = Math.round( resy / 2 );
265
+
266
+ }
267
+
268
+ }
269
+
270
+ /**
271
+ * Performs the Bloom pass.
272
+ *
273
+ * @param {WebGLRenderer} renderer - The renderer.
274
+ * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
275
+ * destination for the pass.
276
+ * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
277
+ * previous pass from this buffer.
278
+ * @param {number} deltaTime - The delta time in seconds.
279
+ * @param {boolean} maskActive - Whether masking is active or not.
280
+ */
281
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
282
+
283
+ renderer.getClearColor( this._oldClearColor );
284
+ this._oldClearAlpha = renderer.getClearAlpha();
285
+ const oldAutoClear = renderer.autoClear;
286
+ renderer.autoClear = false;
287
+
288
+ renderer.setClearColor( this.clearColor, 0 );
289
+
290
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
291
+
292
+ // Render input to screen
293
+
294
+ if ( this.renderToScreen ) {
295
+
296
+ this._fsQuad.material = this._basic;
297
+ this._basic.map = readBuffer.texture;
298
+
299
+ renderer.setRenderTarget( null );
300
+ renderer.clear();
301
+ this._fsQuad.render( renderer );
302
+
303
+ }
304
+
305
+ // 1. Extract Bright Areas
306
+
307
+ this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
308
+ this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
309
+ this._fsQuad.material = this.materialHighPassFilter;
310
+
311
+ renderer.setRenderTarget( this.renderTargetBright );
312
+ renderer.clear();
313
+ this._fsQuad.render( renderer );
314
+
315
+ // 2. Blur All the mips progressively
316
+
317
+ let inputRenderTarget = this.renderTargetBright;
318
+
319
+ for ( let i = 0; i < this.nMips; i ++ ) {
320
+
321
+ this._fsQuad.material = this.separableBlurMaterials[ i ];
322
+
323
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
324
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
325
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
326
+ renderer.clear();
327
+ this._fsQuad.render( renderer );
328
+
329
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
330
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
331
+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
332
+ renderer.clear();
333
+ this._fsQuad.render( renderer );
334
+
335
+ inputRenderTarget = this.renderTargetsVertical[ i ];
336
+
337
+ }
338
+
339
+ // Composite All the mips
340
+
341
+ this._fsQuad.material = this.compositeMaterial;
342
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
343
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
344
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
345
+
346
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
347
+ renderer.clear();
348
+ this._fsQuad.render( renderer );
349
+
350
+ // Blend it additively over the input texture
351
+
352
+ this._fsQuad.material = this.blendMaterial;
353
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
354
+
355
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
356
+
357
+ if ( this.renderToScreen ) {
358
+
359
+ renderer.setRenderTarget( null );
360
+ this._fsQuad.render( renderer );
361
+
362
+ } else {
363
+
364
+ renderer.setRenderTarget( readBuffer );
365
+ this._fsQuad.render( renderer );
366
+
367
+ }
368
+
369
+ // Restore renderer settings
370
+
371
+ renderer.setClearColor( this._oldClearColor, this._oldClearAlpha );
372
+ renderer.autoClear = oldAutoClear;
373
+
374
+ }
375
+
376
+ // internals
377
+
378
+ _getSeparableBlurMaterial( kernelRadius ) {
379
+
380
+ const coefficients = [];
381
+ const sigma = kernelRadius / 3;
382
+
383
+ for ( let i = 0; i < kernelRadius; i ++ ) {
384
+
385
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma );
386
+
387
+ }
388
+
389
+ return new ShaderMaterial( {
390
+
391
+ defines: {
392
+ 'KERNEL_RADIUS': kernelRadius
393
+ },
394
+
395
+ uniforms: {
396
+ 'colorTexture': { value: null },
397
+ 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
398
+ 'direction': { value: new Vector2( 0.5, 0.5 ) },
399
+ 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
400
+ },
401
+
402
+ vertexShader:
403
+ `varying vec2 vUv;
404
+ void main() {
405
+ vUv = uv;
406
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
407
+ }`,
408
+
409
+ fragmentShader:
410
+ `#include <common>
411
+ varying vec2 vUv;
412
+ uniform sampler2D colorTexture;
413
+ uniform vec2 invSize;
414
+ uniform vec2 direction;
415
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
416
+
417
+ void main() {
418
+ float weightSum = gaussianCoefficients[0];
419
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
420
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
421
+ float x = float(i);
422
+ float w = gaussianCoefficients[i];
423
+ vec2 uvOffset = direction * invSize * x;
424
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
425
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
426
+ diffuseSum += ( sample1 + sample2 ) * w;
427
+ }
428
+ gl_FragColor = vec4( diffuseSum, 1.0 );
429
+ }`
430
+ } );
431
+
432
+ }
433
+
434
+ _getCompositeMaterial( nMips ) {
435
+
436
+ return new ShaderMaterial( {
437
+
438
+ defines: {
439
+ 'NUM_MIPS': nMips
440
+ },
441
+
442
+ uniforms: {
443
+ 'blurTexture1': { value: null },
444
+ 'blurTexture2': { value: null },
445
+ 'blurTexture3': { value: null },
446
+ 'blurTexture4': { value: null },
447
+ 'blurTexture5': { value: null },
448
+ 'bloomStrength': { value: 1.0 },
449
+ 'bloomFactors': { value: null },
450
+ 'bloomTintColors': { value: null },
451
+ 'bloomRadius': { value: 0.0 }
452
+ },
453
+
454
+ vertexShader:
455
+ `varying vec2 vUv;
456
+ void main() {
457
+ vUv = uv;
458
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
459
+ }`,
460
+
461
+ fragmentShader:
462
+ `varying vec2 vUv;
463
+ uniform sampler2D blurTexture1;
464
+ uniform sampler2D blurTexture2;
465
+ uniform sampler2D blurTexture3;
466
+ uniform sampler2D blurTexture4;
467
+ uniform sampler2D blurTexture5;
468
+ uniform float bloomStrength;
469
+ uniform float bloomRadius;
470
+ uniform float bloomFactors[NUM_MIPS];
471
+ uniform vec3 bloomTintColors[NUM_MIPS];
472
+
473
+ float lerpBloomFactor(const in float factor) {
474
+ float mirrorFactor = 1.2 - factor;
475
+ return mix(factor, mirrorFactor, bloomRadius);
476
+ }
477
+
478
+ void main() {
479
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
480
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
481
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
482
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
483
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
484
+ }`
485
+ } );
486
+
487
+ }
488
+
489
+ }
490
+
491
+ UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
492
+ UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
493
+
494
+ export { UnrealBloomPass };